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Re: Character rig test in files section

Re: Character rig test in files section

2005-05-27       - By Ringo Monfort

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Reply:     <<     11     12     13     14     15     16     17     18     19     20     >>  

Mike,

My first post to you about what you said was not fix in C4 was to
point out the fact that Eovia had done something about it. Even
Claudia pointed you to a link that maybe be helpful to you.

By the way it was Siggraph 2002 San Antoine Texas for C3. You were
assigned to the main stage. I was to man the pod section no stage
fright. Just like there was another person assign to man the other pod
for Amapi.
So lets leave it at that.

I could not contribute to the book I was way to busy with other
companies and projects.

But anyways lets move into more positive territory.

Character animation:

Yes it is not something to get into lightly.  No matter how many
character animation tools and functions that maybe in a 3D application
they are not going to turn anyone into an instant animator. Frankly if
anyone has a good solid background in 2D animation they will be able
to do great 3D animations even with limited capabilities in the software.
Now in Carrara4 Pro eovia has done improvements and even added a new
IK tool and morph targets.
So lets work with what we currently have.
First lets find  a good workflow to rigged up a character. The easy
part is adding the bones.
Next is name the bones.
Create the proper constraints for the bones. Don't just use BALL JOINT  
for everything. It will mess up the character.
Use the one the "custom constraints" to set up the range of movement
for say shoulders, elbows ,wrist.
Drag and drop the constraints to the brower tray to save them for
future use.
YOu can even drag and drop from one bone to another bone. That will
save you time.
The next easy tool to use is the "Create IK chain" icon that looks
like a chain.
For example for the legs.
You have a center bone and another bones that goes to the lower hip
say right hip etc all the way down to right foot.
On the Lower hip bone click to select it use create IK chain tool and
click on the foot bone. You are done. The IK chain has been create.
Included the target helper.
It is the target helper that will keep the foot pin down to the floor
or to any place that you move that helper object.
Do the same thing for the left leg.
Same thing for the arms.

I hope this information help you in any way.

The main point is to find the quickest easiest way to rig the
character and to animate. AFter all that is what you are trying to
teach  new users. So that they can find a nice way to get an animation
done.

For me I am having a bit of fun rigging this character. I'm finding a
few things that I wish were avaible to make it even better but I pass
those suggesting to Eovia.

By the way I am doing this during my working hours so it make take
some time to get it done.  Once I find a nice way to get all of this
done I'll post it to the list.


Later

Ringo



--- In Carrara@(protected), "MD" <mike_delaflor@(protected)> wrote:
> Ringo,
>
> I am deeply offended at your small-minded, maliciousness. I posted
> on this forum to get assistance with character animation, and you
> have been rude, insulting, belittled my efforts with the Carrara
> books, and have done nothing to help.
>
> Why are you resorting to personal attacks? As the moderator of the
> Carrara group your behaviour is inexcusable.
>
> First, are you so desparate to try to make me look bad that you have
> to go dredge up four year old history? The truth is that at Siggraph
> 2001 Philip and I performed three solid days of Carrara 2 demos on
> the main stage; meanwhile you had stage fright and would not get on
> stage. Philip and Antoine were happy with my work at Siggraph, so
> any other opinions don't matter.
>
> Second, A couple years ago I asked many people to contribute to the
> C3 book, including YOU. Funny thing is that even though you did a
> lot of talking you never contributed anything. The C3 book was well
> received and well reviewed without your help. If you turn to the
> Acknowledgements in the C3 book, I name and thank all of the
> contributors and acknowledge their help. Its not a secret, Ringo I
> don't know everythihg - do you?
>
> Third, your attempts to make me look bad and to discredit my efforts
> with the Carrara books are indefensible. All I am trying to do
> Ringo, is produce a new Carrara book that will help everyone. The
> reason I have been posting regularly in the group on character
> animation with with C4 is that I am trying to find the best solution
> to inherent problems in the current C4 bones system. Do you have a
> problem with me asking questions?
>
> Finally, I am publically offering you the opportunity to contribute
> content to the new Carrara book. You would be joining the best
> Carrara users, whom have already stepped up to the challenge in
> writing the new book.
>
> Also, when can we all expect the character animation file from you?
> You said character animation in C4 was "a piece of cake". So I
> assume you will post a wonderful animation today -right? My post is
> already in the file section.
>
> Mike de la Flor
>
>
>  
>
>
>
>
>
> --- In Carrara@(protected), "Ringo Monfort" <ringom2001@(protected)>
> wrote:
> >
> > Mike,
> >
> > I know about character animation no need to lecture me about it. I
> am
> > one that has always requested better character animation tools for
> > Carrara. I also know its limitations.
> >
> > When Carrara 3 came out with its limited bones system you didn't
> know
> > how to use them during your Siggraph presentation. You asked me if
> I
> > would like to write the bones part of your Carrara3 book. I was
> way to
> > busy to get it done so I mention it to Wayne K if he would help
> out.
> > He said he would. I recommended it to you and Wayne did a great job
> > for that chapter.
> >  Now you are lecturing me about bones and character animation?!
> >
> > When your next book comes out I will read it. LIke in the Carrara 3
> > book the contributing authors did a fantastic job, Harvey, Wayne
> and
> > the others.
> >
> > It seems to me that you are going to be the one writting the
> character
> >  animation chapter this time around.  I am basing this on the fact
> > that you are now asking lots of questions about bones, IKs and
> morph
> > targets. Am I correct?
> >
> > Later
> >
> >  Ringo
> >
> >
> > I am not flaming you I am stating things that I have notice.
> >
> > --- In Carrara@(protected), "MD" <mike_delaflor@(protected)> wrote:
> > > Ringo,
> > >
> > > I already posted what I can do it's in the files section -
> remember?
> > > Did you even look at what I posted? LOL ;-)
> > >
> > > Let me clue you in on a couple things Ringo. Character animation
> is
> > > challenge even in programs that do it well like Maya, XSI and
> 3ds
> > > max. When you have a character animation system that only works
> in
> > > certain situations as with Carrara, then sustained, natural
> > > character animation/movements become impractical.
> > >
> > > Now let me clear up something, I like Carrara I have been using
> it
> > > for over 10 years, since it was called Ray Dream Designer. I
> have
> > > written a well-reviewed book on Carrara 3, I am writing second
> > > Carrara book, and I write Carrara Q&A articles for 3DWorld
> magazine.
> > > But just because I like Carrara does not mean I am going to kid
> > > myself about its shortcomings.
> > >
> > > If Carrara had an practical character animation system that
> could
> > > sustain natural movement easily, Carrara users would be posting
> > > lengthy character animations left and right. So two seconds of a
> > > walk cycle or some creature jumping around just won't cut it.
> > >
> > > Now on a more personal basis, I find your comments about the
> book
> > > that I am currently writing on Carrara and Hexagon to be rude
> and
> > > unneccessary. You are breaking your own rules of flaming someone
> on
> > > the board.
> > >
> > > So I hope that after a good night of rest, because you had
> a "long
> > > day", you will post the animation you say can be done and an
> apology.
> > >
> > > Thanks,
> > >
> > > Mike de la Flor
> > >
> > > --- In Carrara@(protected), "Ringo Monfort"
> <ringom2001@(protected)>
> > > wrote:
> > > > Mike,
> > > >
> > > > Would love to do it but I had a very long day. I'll see what I
> can
> > > do
> > > > tomorrow.
> > > >
> > > > In the mean time lets see what you can do.
> > > >
> > > >  Ringo
> > > >
> > > >
> > > >
> > > > --- In Carrara@(protected), "MD" <mike_delaflor@(protected)>
> wrote:
> > > > > Ringo,
> > > > >
> > > > > For grins let's assume that you are right and I have not
> figured
> > > out
> > > > > how to use the tools.
> > > > >
> > > > > Since you claim to know how to use the bones/IK system, can
> you
> > > > > please (and this is the second time that I am asking)post a
> > > Carrara
> > > > > 4 file where you have a fully articulated, and rigged bone
> > > skeleton
> > > > > with constrains and IK/Terminators that is skinned to a 3D
> model
> > > > > where the model walks, runs and moves naturally?
> > > > >
> > > > > And please post a 3 to 4 minute moive where you have
> animated
> > > the
> > > > > above rig to produce natural movement.
> > > > >
> > > > > Since you say its a "piece of cake" I assume that you will
> have
> > > the
> > > > > files requested posted later on tonight for all of us to see?
> > > > >
> > > > > Thanks
> > > > >
> > > > > Mike de la Flor  
> > > > >
> > > > >
> > > > > --- In Carrara@(protected), "Ringo Monfort"
> > > <ringom2001@(protected)>
> > > > > wrote:
> > > > > > Mike you had  access to C4 way before any of the non beta
> > > users.
> > > > > > Long time....and you haven't figure out how to use the
> tools?
> > > > > > That is going to be one hell of a great book.
> > > > > >
> > > > > > Later
> > > > > >
> > > > > >  Ringo
> > > > > >
> > > > > >
> > > > > >
> > > > > > --- In Carrara@(protected), "MD" <mike_delaflor@(protected)>
> > > wrote:
> > > > > > > Really? A piece of cake, eh?
> > > > > > >
> > > > > > > Then can you please post the Carrara file of a fully
> > > > > articulated,
> > > > > > > skinned and rigged 3D model with bones, constrains and
> > > > > > > IK/terminators that works as you say? And please...
> create
> > > about
> > > > > 3
> > > > > > > to 4 minutes of animation where the model walks and
> moves
> > > > > naturally?
> > > > > > >
> > > > > > > Maybe there is something I am missing.
> > > > > > >
> > > > > > > Mike de la Flor
> > > > > > >
> > > > > > > --- In Carrara@(protected), "Ringo Monfort"
> > > > > <ringom2001@(protected)>
> > > > > > > wrote:
> > > > > > > > Hello, Mike.
> > > > > > > >
> > > > > > > > The pin down bones when moving main bone was fixed in
> > > C4Pro.
> > > > > It was
> > > > > > > > one of the main features for C4Pro.
> > > > > > > > Use the "NEW" IK tool the small chain icon bellow the
> eye
> > > > > dropper
> > > > > > > icon.
> > > > > > > >  It is very easy to setup a character and have it
> walk.
> > > The
> > > > > feet
> > > > > > > are
> > > > > > > > now pin down. Even the hands can be pin down, piece of
> > > cake. :-
> > > > > )
> > > > > > > >
> > > > > > > > Later
> > > > > > > >
> > > > > > > >  Ringo
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > > --- In Carrara@(protected), "MD"
> <mike_delaflor@(protected)>
> > > > > wrote:
> > > > > > > > > Greetings,
> > > > > > > > >
> > > > > > > > > I have posted a 10 second movie in the folder Mike's
> Sea
> > > > > Lion,
> > > > > > > which
> > > > > > > > > shows inital testing of a character rig. I also
> rendered
> > > a
> > > > > > > VectorStyle
> > > > > > > > > 2 version for kicks. The sea lion is the main
> character
> > > in a
> > > > > > > short
> > > > > > > > > film that I am working on.
> > > > > > > > >
> > > > > > > > > The character was designed by me and modeled
> entirely in
> > > > > Carrara
> > > > > > > 4
> > > > > > > > > using subD. Aniamtion is done with bones, I have
> facial
> > > > > morphs
> > > > > > > also
> > > > > > > > > but this is a bones test.
> > > > > > > > >
> > > > > > > > > I am attempting to figure out how to make the sea
> lion
> > > crawl
> > > > > > > using
> > > > > > > > > bones but I am running into the same problem that I
> wish
> > > > > Eovia
> > > > > > > would
> > > > > > > > > fix already of not being able to pin down bones when
> the
> > > > > main
> > > > > > > bone is
> > > > > > > > > moved.
> > > > > > > > >
> > > > > > > > > Let me know what you think.
> > > > > > > > >
> > > > > > > > > Mike




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